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AM2R-TimeTrials/objects/oErisBody3.object.gmx

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<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>sErisBody3</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>0</depth>
<persistent>0</persistent>
<parentName>&lt;undefined&gt;</parentName>
<maskName>&lt;undefined&gt;</maskName>
<events>
<event eventtype="0" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>flashing = 0;
canbeX = 0;
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="3" enumb="2">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>if (oEris.stun == 0) image_angle = point_direction(xprevious, yprevious, x, y);
if (oEris.boosting &amp;&amp; (oEris.fxtimer == 2 || oEris.fxtimer == 5)) {
var aft = instance_create(x,y,oFXTrail);
aft.sprite_index = sprite_index;
aft.image_index = image_index;
aft.depth = depth + 5;
aft.fadespeed = 0.08;
aft.image_angle = image_angle;
aft.image_xscale = image_xscale;
aft.image_yscale = image_yscale;
aft.additive = 1;
}
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="3" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>if (flashing &gt; 0) flashing -= 1;
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="8" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>draw_self();
draw_set_blend_mode(bm_add);
repeat (2) {
if (flashing &gt; 0) draw_sprite_ext(sprite_index, -1, x, y, image_xscale, image_yscale, image_angle, -1, flashing * 0.1);
}
draw_set_blend_mode(bm_normal);
if (oEris.boosting) {
if (oEris.fxtimer == 0 || oEris.fxtimer == 1) {
draw_set_blend_mode(bm_add);
draw_sprite_ext(sprite_index, -1, x, y, image_xscale, image_yscale, image_angle, c_green, 1.1 + oEris.fxtimer * 0.2);
draw_set_blend_mode(bm_normal);
}
if (oEris.fxtimer == 2 || oEris.fxtimer == 3) {
draw_set_blend_mode(bm_add);
repeat (2) {
draw_sprite_ext(sprite_index, -1, x, y, image_xscale, image_yscale, image_angle, c_yellow, 1);
draw_sprite_ext(sprite_index, -1, x, y, image_xscale, image_yscale, image_angle, c_white, 1);
}
draw_set_blend_mode(bm_normal);
}
if (oEris.fxtimer == 4 || oEris.fxtimer == 5) {
draw_set_blend_mode(bm_add);
repeat (2) {
draw_sprite_ext(sprite_index, -1, x, y, image_xscale, image_yscale, image_angle, c_red, 1);
}
draw_set_blend_mode(bm_normal);
}
}
</string>
</argument>
</arguments>
</action>
</event>
</events>
<PhysicsObject>0</PhysicsObject>
<PhysicsObjectSensor>0</PhysicsObjectSensor>
<PhysicsObjectShape>0</PhysicsObjectShape>
<PhysicsObjectDensity>0.5</PhysicsObjectDensity>
<PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution>
<PhysicsObjectGroup>0</PhysicsObjectGroup>
<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
<PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction>
<PhysicsObjectAwake>-1</PhysicsObjectAwake>
<PhysicsObjectKinematic>-1</PhysicsObjectKinematic>
<PhysicsShapePoints/>
</object>